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View Full Version : Going in circles, (me, not torpedos)


Chief_WH
03-12-14, 05:02 PM
Hi,

I've been trying for days now to figure out how to set this game up to play in a slightly modded format, but am a bit lost.

My aim:

- To be able to fix the main technical bugs/issues that can 'break' the vanilla experience
- Improve on the interface to get a bit more of the hands on feel (I like to do fully manual aim, no map contact help etc. I also want to be able to turn the radio on.

Other graphical tweaks (waves etc.), and some of the more detailed/historical alterations I would consider in future, but are not necessarily what I'm looking for right now, in order to keep mod numbers low for now.

My problems:

- I've searched and read some of the threads here but just end up confused as to what Mods are critical, and which are optional
I've tried to do some of the Mod lists that people posted, but had trouble finding the same versions as they listed, and/or there was an element I didn't want (real navigation for example) that made me wonder if they impact on each other.

- I read that you should not put mods in until after the tutorial, but then also that you should not mod when there is a save game that may be loaded, also to mod only when docked - when is the correct time to mod?

- The first mission of the campaign, seems to lock items, I don't know if they are working and blocked by the tutorial, or I've got Mods mixed in a way that something doesn't work. In the last set up I tried, there was no stadimeter? I've started that mission so many times now, I could scream!

Key Mods that I think I would like and have tried:

NEW UI by TDW
Steel Viking's interiors and patch
Open Horizons II
Equipment Upgrade by the beast and patch

(Apologies these are not exact titles)

But again I get confused as to how many versions there are? How many patches or hot fixes, also when other Mods are "x's" fix for "y's mod". Which are the latest or most stable verison of them that I should use?

Apologies if this is an often asked question, that makes you tear your hair out, I've tried to look through the text files that come with the Mods and use that as guidance but the amount of information across all the various mods is immense (or some don't have Readme files that I can see).

Just to try to explain again, I'm looking to Mod the game just enough that everything works (if that is possible) and maybe has a better interface.

Is for example on the Mods for beginners thread, the list of bug fixing mods enough to play through the game without finding battleships don't fire their guns or I try docking at some port, only to find there's invisible mines or aggressive dolphins or whatnot?

I'm fine with installing Mods I just can't figure out the minimum I need that I can then build on?

I'm desperate to spend my time playing, not shuffling files about and restarting all the time!

Thanks for any help.

Hiding
03-13-14, 11:51 AM
Good advice! Use it to start work Sobers (files .mep and .gps) / Details - http://www.subsim.com/radioroom/showthread.php?t=192374
Its assembly will help you understand not only the sequence of actions, but serve as a starting point for creating your own collection (IMHO)

Chief_WH
03-13-14, 03:23 PM
Thanks. Apologies for the frustrated post, I'll read through the linked post about sobers' megamod and the various parts, hopefully that will help. I also read the Wolves of steel thread last night which gives another option.

It looks like I may need to just man-up and embrace real navigation, judging by most user's mod lists!

Also sorry if my post came across as a critique of any of the modders's work, this is definitely not what I'm frustrated at, it is just simply knowing where to start from the large amount of material that is difficult.

Targor Avelany
03-13-14, 03:38 PM
Thanks. Apologies for the frustrated post, I'll read through the linked post about sobers' megamod and the various parts, hopefully that will help. I also read the Wolves of steel thread last night which gives another option.

It looks like I may need to just man-up and embrace real navigation, judging by most user's mod lists!

Also sorry if my post came across as a critique of any of the modders's work, this is definitely not what I'm frustrated at, it is just simply knowing where to start from the large amount of material that is difficult.

If you don't like RN that much, it is easy enough to twick sober's list to work without it, that is all.
I haven't played the game for a while now, but if I remember correctly all you need is to do two things: not load the Real Navigation mod part and to disable real nav patch with generic patcher.

Chief_WH
03-13-14, 04:46 PM
Thanks,

I believe, if my understanding is right, if it doesn't 'grey out' in JGSME it can be unselected as a MOD without affecting anything? Or I could of course not load it in the first place! Thanks for highlighting the two parts for me, much appreciated.

I may give it a go, it depends how much time I end up spending trying to find where I am!

Hiding
03-13-14, 05:07 PM
in a patcher to disable option Real nav menu.txt entries . After disable the mod TDW NewUi. Uncomment the line in the file menu.txt 820,821,822,824,2273

GT182
03-13-14, 07:01 PM
I believe, if my understanding is right, if it doesn't 'grey out' in JGSME it can be unselected as a MOD without affecting anything? Or I could of course not load it in the first place!


You are correct.